DMs Secret Weapon Magazine Issue #1

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THE DM’S SECRET

WEAPON
FRONT PAGE PLACEHOLDER
This is a free sample of the DM’s Secret Weapon Magazine! Be
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This Magazine was created by William Earl and Doug Wallace.

Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game
License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names,
dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been
designated as Open Game Content or are in the public domain are not included in this declaration).

Open Content: Except for material designated as Product Identity (see above), the game mechanics of this DnD
Shorts game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d).
No portion of this work other than the material designated as Open Game Content may be reproduced in any
form without written permission.

The DM’s Secret Weapon is published by Will Earl LTD under the Open Game License version 1.0a, Copyright
2021 Will Earl LTD. All rights reserved.

The art used in this Magazine was created by and used with the permission of Doug Wallace, or bought and
licenced for use as stock images. Some battlemaps were created by and used with permission of Cze and Peku, and
these are marked with a Cze and Peku watermark for identification and attribution.

THE DM’S SECRET WEAPON 1


IN THIS ISSUE...
3 - Editor’s Note

07
BEHIR PACK RACE:
5 - Subclass: Wizard: School of Hard
CASTANOOT
Knocks
7 - Race: Castanoot
7 - Caescean
8 - Dentata Castanoot are a race of small, fey creatures native
to the feywild who are notable for their thick,
8 - Sativan
spined shells.
9 - Spellcaster’s Laboratory: Big, Little
Spells
9 - Hyperfocus
10 - Energy Transfer
10 - Mark of Vulnerability
10 - Wrecking Bolt

11 - The Training Ground: Feats


11 - Dagger Master
12 - Whip Master
12 - Elemental Armorist

13 - Artificer’s Laboratory
13 - Essence Capture Vessel

15
14 - Countercharm Locket
14 - Jack’s Magical Music Box
MAP:
THE BONE BRIDGE
15 - Map - The Bone Bridge

DRAGON PACK Hewn from dragon bones, the Skeletal Bridge


across the River of Esk serves as a poignant
19 - Trapmaker’s Garden: Puzzles
reminder of all that the Castanoot lost in the War
19 - Riddle of Inspiration of the Scales, and a warning to those who’d doubt
20 - Riddle of Foresight the lengths a people will go for revenge.

21 - Chaos Dice - Random Tables


21 - Table of Non-Combat Encounter Plot Hooks
22 - Table of Tavern Names

25
23 - Bestiary
23 - Mimicule ADVENTURE:
24 - Mimic CANNIBAL COOKOFF!
25 - Mimiking

26 - Cannibal Cookoff Adventure!


Cannibal Cookoff Monster Stat Blocks, Maps, and
After their ship is destroyed in a storm, the players
Magic Items (Index)
wake up on a mysterious island inhabited by
44 - Complete Map Pack natives with unconventional eating habits.

THE DM’S SECRET WEAPON 2


hits” compilation of our last 6 month’s work, with
some original extras sprinkled in! I hope that no
matter what character archetype you’ve rolled
up, or style of game you’re DMing, the contents
found within will find a home in your games, or
better yet, inspire your own creative process.

Of course, if you enjoy this, consider subscribing


on the Patreon for a juicy magazine just like this
one every month, along with instant back access
to over 200 pages of more awesome content and
adventurers, and other great benefits too!

No matter what though, thanks for coming this


far and checking out the magazine. I hope the
friendships, laughs and good times around your
table last for many sessions, and the Dice Gods
There once was a bard from Nantucket, be ever in your favour.
With a list that he kept in a bucket,
“‘Tis a list”, he once said, Will
“Stuff to do ‘fore I’m dead, DnD Shorts
Number 1, find a dragon, and fuck it.”

-DnD Shorts, on the subject of character


stereotypes

I often wonder, of all the classes, why bards were


blursed with being “horny”. Sure, they prioritise
charisma, and so have a higher shot at seducing
NPCs, but why not a horny sorcerer? A horny
paladin? A (figuratively and literally) horny
Tiefling Warlock?

Perhaps it’s just that musicians are inherently a


little sexier than magicians, religious crusaders,
or cultists. Whatever the reason, the stereotype
exists, and it’s here to stay. And maybe that’s
okay.

It might be a little cheesy to roll up a horny bard


at a table, but I’d never let a joke get away just
because it’s overdone. D&D is, in my experience,
an epic tale narrated through the medium of
dick jokes anyway, with a few dice tossed in.

If a character concept excites you, no matter how


“overdone” it may be, I say go for it! No matter
what you do, because you are a unique and
creative person, your own flavour of interpreta-
tion will shine through. That’s why we love our
characters so much. Because they’re ours.

But down to brass tacks, this magazine is now


yours. It’s everybody’s as a matter of fact, we’re
releasing it for free as a sample. It’s a “greatest

THE DM’S SECRET WEAPON 3


BEHIR PACK

THE DM’S SECRET WEAPON 4


WIZARD
SCHOOL OF HARD KNOCKS

School of Hard Knocks

W
izardry requires years of training and
careful study to cultivate. Even then,
most wizards only truly master a
single discipline of magic. However, away from
the universities and textbooks, there exist other,
less refined ways to develop a connection with
the arcane. Through diligent observation of the
other more fortunate students, and the magic
of the everyday world, self-taught Wizards have
been known to emerge. These selfstarters are
referred to scathingly by some and proudly by
others as Wizards of the School of Hard Knocks.

Observational Savant:
Starting at level 2, you have developed an
incredible awareness and connection to magic
after years of observation and personal study.
Whenever you see a spell cast by another
spellcaster, you may roll an arcana check (DC =
10+that spell’s level). On a success, if that spell
is a Wizard spell, you may copy it into your
spellbook within the next 48 hours, after which
time you forget the details of the spell if it goes
uncopied. The time and gold you spend to copy
a spell in this manner is halved.

Running on Empty:
Starting at 2nd level, when you cast a spell using
your final spell slot, or cast a cantrip while you
have no remaining spell slots, you can instantly
recover any number of spell slots that have a
combined level equal to or less than half your
wizard level, rounded up.

Regaining spells in this way is extremely taxing.


When you do so, you gain one point of exhaus-
tion and cannot use this feature again until you
finish a long rest.

THE DM’S SECRET WEAPON 5


Hard Knock Life:
Beginning at 6th level, you gain resistance to
bludgeoning damage, your current hit point
maximum increases by 6, and whenever you gain
a wizard level, your hit point maximum increases
by an additional 1 point.

Streetwise:
Beginning at 10th level, you may add your intel-
ligence modifier to wisdom checks and wisdom
saving throws. In addition, when you take the
help action, the creature you are helping may
add your intelligence modifier to their check.

Self-Made Mage:
Starting at 14th level, as an action, you can draw
on your vast, worldly experience to produce a
single, empowering burst of magic. Chose one of
the following effects:

• You gain immunity to a damage type of your


choice for one minute.

• You gain a flying speed, swimming speed, and


burrow speed equal to your walking speed for
10 minutes.

• You have advantage on all saving throws for


one minute.

• You have advantage on all ranged attack rolls


for one minute.

• When you next cast a spell that requires a


creature to make a saving throw, treat that
creature’s result on the die as a 1.

One you use this feature, you can’t do so again


until you finish a long rest.

THE DM’S SECRET WEAPON 6


RACE
CASTANOOT
The Castanoot Race Caescean Castanoot:

C
astanoot are a race of small, fey creatures Caescean Castanoot are the most traditionally
native to the feywild who are notable for focused of all Castanoot races. They live in tight
their thick, spined shells. An ancient and knit, matriarchal societies on lands claimed long
deeply solitary peoples, Castanoot are famously ago. They take great pride in their heritage, and
distrustful of outsiders and seek to avoid interac- resist change fiercely.
tion with others if they can. However, they have
been known to trade and associate with other Racial Ability Scores: Your Constitution increas-
races on occasion. Trust is hard earned however, es by 2, and your Wisdom increases by 1.
and easily lost. Castanoot have a strong distrust
of Fairies for an insult dealt unto them long ago Alignment: Neutral, Lawful
that none remember, aside from the fact it came
from the tongue of a Fairy. Although Castanoot Size: Small
can burrow, they typically live in woodland areas,
building homes inside trees. They age rapidly Natural Armor: You have a thick, spiky hide.
from birth, reaching adulthood in just 5 years, When you aren’t wearing armor, your AC is 12
and then go on to live for around a century. +your Constitution modifier. You can use your
There are three main variants: The Caescean, natural armor to determine your AC if the armor
Dentata, and Sativan. you wear would leave you with a lower AC. A
shield’s benefits apply as normal while you use
your natural armor.

Wardens: You gain proficiency in the Nature


skill.

Spiny Shell: You may use your reaction to lean


into your thick, spiny shell. Until the end of this
turn, you gain advantage on constitution saving
throws. You may use this trait a number of times
equal to your proficiency per long rest.

Greatberry: You know the druidcraft cantrip.


Starting at 3rd level, you may also cast
Goodberry once per long rest using this trait.
Any Goodberry created using this trait is a
Greatberry, and restores hit points equal to
1+your proficiency modifier.

THE DM’S SECRET WEAPON 7


Dentata Castanoot:
The Dentata Castanoot are a warrior people.
They find great joy in hunting as a tribe and
combative sports. To the Dentata, a Castanoot’s
shell is of the utmost importance, and many
hours each day are devoted to the cleaning, deco-
ration and preservation of one’s shell. It is their
first line of defence, and most trusted weapon.

Racial Ability Scores: Your Constitution increas-


es by 2, and your Strength increases by 1.

Alignment: Lawful, Good

Size: Small

Natural Armor: You have a thick, spiky hide.


When you aren’t wearing armor, your AC is 12
+your Constitution modifier. You can use your Sativan Castanoot:
natural armor to determine your AC if the armor
you wear would leave you with a lower AC. A The Sativan Castanoot are a nomadic people
shield’s benefits apply as normal while you use who long ago cast off their spiky shells and the
your natural armor. traditions of the old ways in favour of physical
and social mobility. They shirk the isolationist
Survivalist: You are proficient in the Survival philosophies of other Castanoot and traverse the
skill. feywild, delighting in meeting new creatures.
They are famous for living in open, polyamerous
Spikey Shell: When a creature within 5ft hits you societies, although finding two Sativan commit-
with a melee attack, you can use your reaction to ted exclusively to one another is not uncommon.
deal piercing damage equal to your Constitution
Modifier to that creature. From level 6, the
earthen power imbued in your shell has grown Racial Ability Scores: Your Dexterity increases by
to the extent that this counts as magical damage 2, and your Charisma increases by 1.
for the purposes of overcoming resistances.
From level 11, your skill at maximising your shell Alignment: Chaotic, Good
offensively allows you to add your proficiency
modifier to any damage dealt with this trait. Size: Small

Tumbler: You can use a reaction to halve any fall Rolliking Spirit: You gain proficiency in the
damage you would take. You may use this trait a Performance Skill.
number of times equal to your proficiency per
long rest. Vigorous Energy: You have advantage on saving
throws against being Stunned or Paralyzed.

Quick Footed: Your base walking speed is 35ft.

Stop, Drop and Roll: When you are dealt


damage, you can use a reaction to fall prone and
move 35 ft in any direction along the ground in
a straight line. This movement does not provoke
opportunity attacks. One you use this trait, you
can’t use it again until you finish a short or a long
rest.

THE DM’S SECRET WEAPON 8


SPELLCASTER’S
LABORATORY
BIG, LITTLE SPELLS

O
ur extraction team pulled these spells
out of the Ruins of Glyph, a once
enormous and prestigious Wizard
university brought humble by the ravages of
time and festering magic. They look like custom
inventions of the students there, hastily scrawled
ink on parchment that would have been passed
around and studied in a kind of “magical black
market”.

It might be low level, but there’s some real power


and ingenuity here! The Wrecking Bolt spell may
have been responsible for the collapse of the
original Girl’s Dorm, although more research is
needed. I’d conduct it myself, but in testing the
spell I trashed Jack Pineapple’s office. I didn’t
leave a note, but he knows Mending. It’ll be fine…
I’m pretty sure it’ll be fine.

Hyperfocus
2nd level enchantment

Casting Time: 1 Action


Range: Touch
Target: A creature within range
Components: V S
Duration: Concentration, up to 10 minutes
Classes: Sorcerer, Wizard, Bard

Your touch imbues a target with energy, in-


creasing their awareness. They have advantage
on dexterity saving throws and initiative rolls,
and can’t be surprised for the duration of the
spell.

At Higher Levels. When you cast this spell


using a spell slot of 3rd level or higher, you can
target one additional creature for each slot
above 2nd.

THE DM’S SECRET WEAPON 9


Mark of Vulnerability Wrecking Bolt
Cantrip enchantment 1st level evocation

Casting Time: 1 Bonus Action Casting Time: 1 Action


Range: 60 feet Range: 90 feet
Target: A creature within range Target: An object or construct within range
Components: S Components: V S
Duration: Concentration, up to 1 minute Duration: Instantaneous
Classes: Sorcerer, Warlock, Bard Classes: Sorcerer, Warlock, Bard

You weave a cursed, spectral mark onto a You fire a vivid bolt of energy towards an object
creature you can see within range. Choose that isn’t being worn or carried or a construct
a damage type from among Acid, Cold, Fire, within range, rippling through the structure and
Lightning, Poison, or Thunder. targeting any vulnerabilities in its construction.

The target creature loses any resistance to The target takes 4d10 force damage.
that damage type for the duration of the spell.
At Higher Levels. When you cast this spell
using a slot of 2nd level or higher, the damage
increases by 1d10 for each slot level above 1st.

Energy Transfer
2nd level Necromancy

Casting Time: 1 Action


Range: 90 feet
Target: A creature within range

Components: V S

Duration: Instantaneous

Classes: Wizard, Bard

Choose one creature within range. It gains 1d8


temporary hit points, and can use its reaction
to make a single weapon attack; or cast a spell
with a casting time of one action that is of a
lower level than the level of this spell; or move
up to its movement speed. This movement
does not provoke opportunity attacks.

At Higher Levels. When you cast this spell us-


ing a spell slot of 3rd level or higher, the target
creature gains an additional 1d8 temporary hit
points for each slot level above 2nd.

THE DM’S SECRET WEAPON 10


THE TRAINING
GROUND
FEATS - FT. OGG

O
gg’s been pushing hard to get Whips
and Daggers raised to threat level:
EXTREME in our weapon tier list. He
wants every weapon marked EXTREME so he
can get more budget allocation to train with
them. Either that or he just likes finding ways to
make deadly weapons deadlier. Honestly, with
these new techniques he’s been building on, he
might just be doing it…

Dagger Master

Your mastery of the dagger grants you certain


benefits.

• When you take the attack action on your


turn, if you make a melee attack with a
dagger, you can make one additional melee
or ranged attack with a dagger as a part
of that action. You can use this feature a
number of times equal to your Strength or
Dexterity modifier (your choice) per long
rest.

• When you make an off-hand attack with a


dagger as your bonus action, you can add
your proficiency bonus to any damage
rolled.

• If you score a critical hit with a dagger, you


can roll one additional weapon damage die
when determining the extra damage.

THE DM’S SECRET WEAPON 11


Whip Master Elemental Armourist

You have trained many hours with the whip, Increase your Intelligence, Wisdom or Charisma
granting you the following benefits: by 1.

• Increase your Strength or Dexterity Score When you take this feat select two of the
by 1. following damage types:

• When you make a melee attack with a Acid, lightning, fire, cold, poison, thunder
whip, the range of that attack increases to
15ft. Damage you take of the chosen types is re-
duced by an amount equal to your proficiency
• Your damage die for whip attacks increas- bonus. In addition, when you are subjected to
es to a d6. an effect that allows you to make a Dexterity
or Constitution saving throw to take only half
• Once per turn, when you hit a large or damage, you make that saving throw with
smaller enemy with a whip, you can advantage if the damage type of that effect is
attempt to pull them off their feet. The one of the types chosen with this feat.
target must make a Strength saving throw
with a DC equal to 8+your proficiency+your You can take this feat multiple times.
Strength or Dexterity modifier (your
choice) or fall prone.

THE DM’S SECRET WEAPON 12


THE ARTIFICER’S
LABORATORY
THE SUPERWEAPONS

S
ometimes the boys in the Artificer’s lab
show incredible precision and subtlety in Essence Capture Vessel
their work, crafting objects equal in beauty
and intellect. Other times, they just cram every Wondrous Item, Legendary (requires attune-
bit of magical power they can muster into an ment by a spellcaster)
object and see what happens.
Made from simple wood and bearing only a
Use these trinkets with caution, there’s a non-ze- basic runic inscription, the Essence Capture
ro chance they’ll explode. Vessel does not appear outwardly powerful.
A creature who puts an ear to the locket can
hear a gentle swirling sound.

As a reaction when a creature within 30ft of


you dies, you can make an Arcana check with a
DC equal to that creature’s CR or level +5. On a
success, a fragment of the creature’s essence
is bound to the Soul Capture Vessel.

The Vessel can only house one creature’s


essence at a time, and cannot be opened while
housing a creature’s essence.

The bound creature cannot be restored to


life by any means shorter than a Wish spell.
In addition, while attuned, the Soul Capture
Vessel grants you one Special Trait or damage
resistance of the captured creature, at the
DMs discretion.

For example, the captured essence may


grant you a Hezrou’s Magical Resistance, a
White Dragon’s Ice Climb, a Giant Hyena’s
Rampage, or a Water Elemental’s Acid Damage
Resistance ability.

As an action, you can release the fragment of


essence stored within the Essence Capture
Vessel, at which point it loses all abilities
associated with the captured creature and
cannot be used to seal another essence for
1d8 days.

THE DM’S SECRET WEAPON 13


Countercharm Locket

Wondrous Item, Rare (requires attunement)

This tiny locket has the symbol of an open palm


etched on the surface, and holds a small mirror
inside.

If you fail a saving throw against either the


frightened or charmed condition, you instead
succeed, and the Countercharm crumbles to
dust.

Jack’s Magical Music Box

Wondrous Item, Very Rare

This tiny music box plays a delicate and sorrow-


ful tune when open and echoes out in a 30ft
radius. The music plays for 10 minutes, after
which the box automatically closes and cannot
be reopened until the next dawn.

A creature within 30ft of the open box can


understand any spoken language it hears.
Moreover, when it speaks, any creature that
knows at least one language and can hear the
target understands what it says.

Creatures within range of the open box have


advantage on any ability check to interact
socially with any creature also within range
that isn’t immune to the charmed condition or
deafened.

Up to one creature can choose to concentrate


on the box for the full 10 minute duration of
the music. If it does so, it gains the benefits of a
short rest. It cannot benefit from this effect of
Jack’s Magical Music Box again for 1d4 days.

THE DM’S SECRET WEAPON 14


THE BONE BRIDGE - NORMAL VARIATION

THE DM’S SECRET WEAPON 15


THE BONE BRIDGE - NORMAL VARIATION GRID

THE DM’S SECRET WEAPON 16


End of Behir Pack Section

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Keon Reid

THE DM’S SECRET WEAPON 17


DRAGON PACK

THE DM’S SECRET WEAPON 18


THE TRAPMAKER’S
GARDEN
PUZZLES

T
hese puzzles were recovered from an
Suggested Puzzle Encounter:
old, haunted music store, The Lonesome
Tromboner! Dragon Tier supporters may
Have the runes and the riddle words appear on
remember the full notes on that little adventure
a wall that the party must pass in order to move
from a few months ago. Luckily the team that
forward.
went in made it out alive, and brought details of
the malevolent spirit’s deadly game of riddles
Accompanying the puzzle is some eerie, ethereal
back to us for use in our own death traps. For
music, which plays in a sinister but enchanting
science, of course.
melody, making the party feel a little drowsy…

Every 60 seconds (real time) the party gains a


The Riddle of Inspiration point of exhaustion. If available, a minute timer
Difficulty: Medium or hourglass on the table to visually show the
passage of time can be very effective in height-
I seek she who inspires my sound, ening the pressure on your players. An incorrect
Or to think on a question, guess adds a point of exhaustion, unless the PCs
where an answer might be found… have 4 or more points of exhaustion, in which
case nothing happens.

Upon completing the riddle, the music stops.


The party loses any points of exhaustion they
have accrued, and the runes glow a blinding,
blue light. In a burst of luminous energy, the wall
shatters, and the way forward is revealed.

Hints:
Good ways to deliver hints to a party include via
an NPC, through successful intelligence checks
their characters make, or through investigation/
perception checks to find notes or carvings left
by other, long dead adventurers.

Hint 1: Can you hear that music play? It’s danger-


ous, but it’s tied to the riddle. The answer may
have something to do with music.

Solution Hint 2: The runes on the wall almost look like


letters within boxes! What could they be spelling?
The solution to the puzzle is option 3, spelling
out the word “Muse”.

THE DM’S SECRET WEAPON 19


The Riddle of Foresight Solution:
Difficulty: Easy
The answer to this puzzle is “Eye”.

T
he following riddle might adorn a door, or
chest, or be given by an NPC. In any case, You may wish to give an alternate route around a
the party must offer the correct answer in puzzle, or a forfeit if the party fails to answer it.
order to progress.
One simple but effective forfeit is that the party
Pronounced With One Letter But Written With Three must make an offering of gold to progress in-
Two Different Letters Are Used To Write Me. stead. Another is that, upon failure to solve, they
I Can Be Many Colours; Black, Blue, Brown, Or Green. suffer the effects of a hex until the next dawn,
What am I? reducing their hit point maximum by 2d8.

THE DM’S SECRET WEAPON 20


THE CHAOS DICE
RANDOM TABLES
Non-Combat Encounter Plot Hooks
Here’s a list of plot hooks for Non-Combat Encounters. They make for a refreshing change of pace
from typical combat encounters. Feel free to roll randomly to quickly create some varied encounters
for your next session/one-shot, or pick the ones you like best.

1 A prize winning truffle Owlbear has escaped! Chase it through the city while minimising the damage caused and
catch it unharmed.

2 A local gang wants to demonstrate their ownership of their territory. Sneak through and tag the area with graffiti
while avoiding the notice of the guards and locals.

3 A ship at sail faces an oncoming storm. Man the sails, batten down the hatches, steer the vessel, and hold on for
dear life.

4 A team of 5 belligerent, indestructible Golems stand in the party's way. Any time a PC tries to move around one,
it moves to block their path.

5 The party is challenged to a fishing contest. Honour is at stake, and the local fish are huge. Catch as many as you
can by any means necessary!

6 The party is conscripted at the last moment to prepare a meal for a royal dignitary. Find suitable ingredients and
cook something up.

7 The party must sneak into a noble’s mansion and steal incriminating etchings.

8 It’s a Battle of the Bards, and everyone needs to play. The party put on a musical show to the best of their ability.

9 The bridge across a ravine has fallen! Find another way across. You’re athletic enough to swing on those hanging
vines, right?

10 A young noble has become dangerously addicted to Potions of Speed. Snap him out of it, but you’ll need to catch
him first.

11 The ruined building the party is in has started to collapse, dodge the falling rubble and keep on your feet as you
flee before rocks fall and everybody dies.

12 A noble hires the party to sabotage his rival’s date. Make sure it does not go well, but be subtle about it.

13 A cave-in traps the party below ground, turning the way out into a labyrinthine maze and obstacle course to
escape through the rubble.

14 A warforged is terribly injured. Find their missing parts and correctly repair them before they completely fall
apart.

15 A gambling ring is in town! Lie, bluff, cheat, steal, and pull any trick you can to earn a killing before the town
guard bust the operation.

16 The party is tasked with looking after some poorly trained and excitable pet Dire Wolves.

17 The only way across the chasm is on the back of a hippogriff, if you can catch one, tame it, and manage to hang
on that is.

18 Prison escape! You have no weapons, no armour, and no chance of winning a fight against the guard. Time to
get sneaky on ‘em.

19 The local tavern is in need of entertainment for the night. Put on a show with whatever skills you can muster, be
they magic, muscle or music. Just make it entertaining.

20 A chromatic dragon wyrmling is terrorising livestock. Find a way to get it to leave without drawing the fury of its
parents upon the village.

THE DM’S SECRET WEAPON 21


Tavern Names
Is there anything quite like a tavern in Dungeons and Dragons? Usually one of the first places a party
will seek out, having a tavern name on hand is crucial in building a believable world. A few back up
names are handy too, for when your party inevitably runs into trouble in the first tavern and needs to
vacate to another watering hole in the city. Roll randomly on this somewhat punny table or choose the
most suitable for your campaign setting to create a name for your tavern.

1 The Kobold and Dragon

2 The Stumble Inn

3 The Smiling Troll Tavern

4 The Basic Lich

5 Warlock’s Wine Bar

6 The Green Dragon Beer Waggon

7 The Oak Treant

8 The Hanged Manticore

9 The Found Familiar

10 The King’s Arms

11 The Queen’s Legs

12 The Barbarian’s Club

13 The Low Bar

14 The Shape Watering Hole

15 The Happy Harpy

16 The Gelatinous Cube

17 The Tarrasque

18 The Kraken Good Inn

19 The Lost Griffon

20 The Divine Smite

THE DM’S SECRET WEAPON 22


THE BESTIARY
MIMIC EVOLUTIONS

O
ur Zoologist Rangers have continued
their ongoing research into the life Mimicule
cycles of monstrosities, and have found Tiny monstrosity (shapechanger), neutral
yet more evidence of distinct subspecies with
the larger genus of the Mimic. Although a little Armor Class 11 (Natural Armor)
unnerving at first, the Mimicule specimens they Hit Points 9 (2d8)
brought back seem to have bonded extremely Speed 10 ft.
well with staff members. Is there potential here
for further research into these creatures as STR DEX CON INT WIS CHA
familiars? Their combat use is minimal, but they
10 (+0) 12 (+1) 11(+0) 5 (-3) 13 (+1) 8 (-1)
make a fantastic hat that shifts in colour and style
to suit the occasion.
Skills Stealth +5
Addendum: Our clean-up squad was sent out to Damage Immunities Acid
a mysterious island a day’s sail from Havernackle Condition Immunities Prone
on the testimony of some adventurers who were Senses Darkvision 60 Ft., passive Perception 11
shipwrecked there. Here they found several Challenge 0 (10 XP)
fascinating specimens and brought back all
the information they could on the incredible Shapechanger. The mimicule can use its action
creatures. You can find these monster stat blocks to polymorph into a tiny object or back into
and further details on that incredible tale in the its true, amorphous form. Its statistics are the
full account of Cannibal Cookoff below. same in each form. Any equipment it is wear-
ing or carrying isn’t transformed. It reverts to
its true form if it dies.

Adhesive (Object Form Only). The mimicule can


choose to adhere to anything that touches it.
A Medium or smaller creature adhered to the
mimicule is also grappled by it (escape DC 10).
Ability checks made to escape this grapple
have disadvantage.

False Appearance (Object Form Only). While the


mimicule remains motionless, it is indistin-
guishable from an ordinary object.

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5ft.,


one target. Hit: 2 (1d4) piercing damage.

If your DM allows, a mimicule can be your


familiar, and can be summoned as a spirit
with the Find Familiar spell.

THE DM’S SECRET WEAPON 23


Mimic
Medium monstrosity (shapechanger), neutral

Armor Class 12 (Natural Armor)


Hit Points 58 (9d8+18)
Speed 15 ft.

STR DEX CON INT WIS CHA


17 (+3) 12 (+1) 15 (+2) 5 (-3) 13 (+1) 8 (-1)

Skills Stealth +5
Damage Immunities Acid
Condition Immunities Prone
Senses Darkvision 60 Ft., passive Perception 11
Challenge 2 (450 XP)

Shapechanger. The mimic can use its action to


polymorph into an object or back into its true,
amorphous form. Its statistics are the same
in each form. Any equipment it is wearing or
carrying isn’t transformed. It reverts to its true
form if it dies.

Adhesive (Object Form Only). The mimic adheres


to anything that touches it. A Huge or smaller
creature adhered to the mimic is also grappled
by it (escape DC 13). Ability checks made to
escape this grapple have disadvantage.

False Appearance (Object Form Only). While the


mimic remains motionless, it is indistin-
guishable from an ordinary object.

Grappler. The mimic has advantage


on attack rolls against any creature
grappled by it.

Actions

Pseudopod. Melee Weapon Attack: +5


to hit, reach 5ft., one target. Hit: 7
(1d8+3) bludgeoning damage.
If the mimic is in object
form, the target is subjected
to its Adhesive trait.

Bite. Melee Weapon Attack:


+5 to hit, reach 5ft., one
target. Hit: 7 (1d8+3) pierc-
ing damage plus 4 (1d8)
acid damage.

THE DM’S SECRET WEAPON 24


Mimiking
False Appearance (Object Form Only). While the
Gargantuan monstrosity (shapechanger), mimiking remains motionless, it is indistin-
neutral guishable from an ordinary object.

Armor Class 20 (Natural Armor) Grappler. The mimiking has advantage on


Hit Points 190(20d8+100) attack rolls against any creature grappled by it.
Speed 25 ft.
Amorphous Grappler. The mimiking can grapple
STR DEX CON INT WIS CHA up to 12 creatures at a time. If the mimiking is
22 (+6) 10 (+0) 20 (+5) 9 (-1) 13 (+1) 10 (+0) grappling more than one creature, it can make
a bite attack as a bonus action, targeting a
Skills Stealth +8 creature grappled by the Mimiking.
Damage Immunities Acid
Condition Immunities Prone Actions
Senses Darkvision 120 Ft., passive Perception
11 Pseudopod. Melee Weapon Attack: +10 to hit,
Challenge 10 (5,900 XP) reach 5ft., Hit: 33 (6d8+6) bludgeoning damage.
If the mimiking is in object form, the target is
Shapechanger. The mimiking can use its action subjected to its Adhesive trait.
to polymorph into an object or group of
connected objects up to gargantuan in size or Bite. Melee Weapon Attack: +10 to hit, reach 5ft.,
back into its true, amorphous form. Its statistics one target. Hit: 33 (6d8+6) piercing damage
are the same in each form. Any equipment it is plus 27 (6d8) acid damage.
wearing or carrying isn’t transformed. It reverts
to its true form if it dies. Come to Life: The mimiking grapples all sur-
prised creatures within 5ft of it.
Adhesive (Object Form Only). The mimiking
adheres to anything that touches it. A Huge
or smaller creature adhered to the mimiking
is also grappled by it (escape DC 16). Ability
checks made to escape this grapple have
disadvantage.

THE DM’S SECRET WEAPON 25


Cannibal Cookoff Adventure

CANNIBAL
COOKOFF
AN ORIGINAL ADVENTURE BY D&D SHORTS
This is an adventure designed for 4-6 Level 4
player characters using the Dungeons and
Dragons 5e system. The player characters are
travelling from the continent of Leeestros to
Havernackle across the sea, when their ship is
destroyed in a freak, terrifying storm. AAer
being knocked unconscious, they wake up
alone but for each other on an island and look
up to find a group of over 40 heavily armed
natives standing over them (Fig. 1).

One native wearing an extremely large hat and


carrying an impressive, clearly magical sword
approaches them, and speaks in perfect
common:

“Hello there chaps! I’m fairly


happy to see you alive. You’ve
washed up on my island here, and
as such, you are technically my
property. You see, we’re
cannibals, we like to eat people
(love it, actually) and you are SOURCE: CZE AND PEKU
people so… that’s
that probably going
to be a thing. I understand it
might seem frightening or
strange to you, but I do ask that
you please respect our customs
and don’t judge or resist!
However, tonight is the night of
our
ou great festival, Bakeoffia, and The party has until nightfall to prepare the
our chef recently poisoned stew. The Islanders will not harm them until
that time, and if the meal is satisfactory, will
himself by accident. As such, I’m even help make a raa for the party to leave the
open to cutting you a deal; if you island on. Should the party fail to make
accept, we’ll agree not to eat you Squibnumbs, or produce an unsatisfactory
for at least the next 24 hours!” version of the stew, they will be devoured as
punishment.

The island leader will give the party directions


to the three places the ingredients can be
harvested from, wish them luck, and ask that
The cannibal leader will explain that the they try not to eat anything too fattening
party must prepare the traditional Bakeoffia themselves across the day, in case the islanders
meal themselves (a stew called Squibnumbs) need to eat them later, as his husband is
for the whole village, or be eaten. aiming to avoid “empty calories”.

To prepare Squibnumbs, the party will need 3 ingredients.

Red Hot Chilli Peppers from The Mountaintop Temple (Fig. 3)


Fresh Seaweed from the Shores of the Bay (Fig. 4)
Sweet, Sweet Plumbs of the Havoc Tree, located in the Open Glade (Fig. 5)

Pg 3.
The tribe leader will guide the party
members to his community’s village. (Fig. 2)
From here, the players are within one hours
brisk walk from The Open Glade (see Chapter
2), Shores of the Bay (see Chapter 3), and The
Mountaintop Temple (see Chapter 4). These
are three locations of the ingredients they
gathe for Squibnumbs. They may gather
must gather
the ingredients in any order they choose. Once
the players have chosen a location to head to,
navigate to the relevant chapter to continue
the story. AAer completing each chapter, the
party returns to the village where the
ingredients can be stored in preparation for
cookin of Squibmumbs that night.
the cooking

Upon arriving in the village, the players will


see locals going about their business. In
particular, their attention is drawn to three
different groups of villagers with problems.
The players may attempt to help in each
instance, and if they do, the villagers will
reward the players with information. The
pr
problems are:

SOURCE: CZE AND PEKU

Pg 4.
Havoc Tree
Huge plant, chaotic evil

The journey to the Open Glade is gentle and Armour class: 15 (natural armor)
pleasant. There are no difficult obstacles to Hit Points: 76 (8d12 + 24)
navigate, no monsters to avoid and the path Speed: 0
seems well worn and safe. That is, until the
players come to a surging river, beyond which STR DEX CON INT WIS CHA
lies a wide, open glade. (Fig. 5) Here, the path 23 (+6) 8 (-1) 21 (+5) 6 (-2) 16 (+3) 12 (+1)
abruptly turns lee, but the quarry the party
b
seeks lies beyond the stream. Large rocks and
boulders litter the glade, each with a titanic
impact crater around them, indicating that Vulnerabilities: Fire
they struck the earth with incredible force. Senses: Passive Perception 13, Tremorsense
Besides the grass itself, not a single thing lives
in the field aside from a huge, animated Havoc 1800, Blindsight 600
Tree. Languages --
Challenge: 4 (1,100 XP)
Even from this distance, the party can see it
writhing and twisting, as if it were caught in
the midst of a hurricane. They see too, Siege Monster: The Havoc Tree deals double
Sie
hanging from its higher branches, dozens of damage to objects and structures.
thick, juicy Sweet, Sweet Plumbs of all hues
and sizes.
Petrified Wood: When the Havoc Tree drops
to 0 hit points, it regains all hit points and
becomes Paralyzed for 1d4 hours.

ACTIONS
Multiattack: The Havoc Tree makes three
The moment the players enter The Open attacks between its Light Branch Slam and
Glade, the Havoc Tree will become aware of Casting Rock attacks. Each attack the Havoc
their presence. Roll Initiative. The Havoc Tree Tree makes must target a different player.
will use its actions to attack the party as soon Light Branch Slam: Melee Weapon Attack,
as it is dealt damage, or the moment a party single target: +8 to hit, reach 10 ., one target.
member steps within 900 of it. Otherwise, it Hit: 12 (2d6 + 6) bludgeoning damage. If the
will ready its action to use Casting Rock the Havoc Tree was dealt fire damage last turn,
moment a party member steps within 900. this attack deals an additional 1d6 fire damage.
Castin
Casting Rock: Ranged Weapon Attack: The
Havoc Tree hurls a rock. +8 to hit, reach
60/180 ., one target. Hit: (1d10 + 6)
bludgeoning damage.
Upon reducing the Havoc Tree to 0 hit
points, it becomes paralysed for 1d4 hours. Legendary Actions:
The party may now gather its Sweet, Sweet The Havoc Tree has legendary actions equal to
Plumbs. If they so choose, the party may climb the number of player characters minus 1.
further up the tree to access the smaller, Rock On!: The Havoc Tree makes a Casting
darker fruit. If the party does not specify what Rock attack.
Plumbs they take, it is assumed they gather the Not my Sweet, Sweet Plumbs! (Costs 2 Actions):
easie
easier to access, larger Plumbs nearer the The Havoc Tree withdraws some branches to
bottom. cover its trunk. It gains a +3 to its AC until the
start of its next turn.
Heavy Branch Sweep (Costs 3 Actions): The
Havoc Tree sweeps a heavy branch low to the
ground, sweeping in a 15-foot cone. Each
creature in that area must make a DC 13
Dexterity saving throw, taking 24 (7d6)
bludgeoning damage and falling prone on a
failed save. If the Havoc Tree was dealt fire
dama
damage last turn, this attack deals an
additional 1d6 fire damage on a failed save.

Pg 5.
If the players choose to engage the Moisters
directly in combat without stealth, the
Moisters are surprised. The number of
The journey to The Shores of the Bay is Moisters in this battle are equal to the number
taxing, no matter the route taken. It requires of player characters divided by two (rounded
either crossing many stagnant, waterlogged down).
marshes, or taking a coastal route and
traversing rocky coves with sharp, slippery
rocks.

pl
If the players take the marsh route, they each
must make a Constitution saving throw (DC
12) or take 1d8 poison damage and have
disadvantage on saves to resist the poisoned Moister
condition for the next 24 hours. Large beast, neutral

pl
If the players take the coastal route, they each Armour class: 13 (natural armor)
must make a dexterity saving throw (DC 13) Hit Points: 52 (7d10 + 14)
while crossing the coves, or else slip and take Speed: 30 ., swim 30 .
2d8 slashing damage.

Upon reaching The Shores of the Bay (Fig. 4), STR DEX CON INT WIS CHA
the players will be greeted with the sight of the 19 (+4) 10 (+0) 16 (+3) 5 (-3) 11 (+0) 5 (-3)
precious Fresh Seaweed, alongside some
hulking, crustacean monsters feeding on it.
They also see many discarded Shells of the Skills: Perception +4
Old, Fussy Hermit Crab scattered along the
sands, some of which are large enough to fit Damage Immunities: Poison
the whole party inside, others as small as a Condition Immunities: Poisoned
frying pan. Senses: Darkvision 60 ., Passive Perception
14
Languages --
Challenge:
Challen 3 (800 XP)
Proficiency Bonus: +2
Amphibious. The Moister can breathe air and
The Moisters feasting on the seaweed seem water.
very preoccupied with their meal.
Carrion Stench. A poisoned creature that
Periodically one will stop and raise its hideous
maw to the breeze, before diving back into the starts its turn grappled by the Moister takes
feast. The party may attempt to steal some of 1d6 poison damage.
the Fresh Seaweed without the Moisters
noticing. Alternatively, they may choose to
enga
engage the Moisters in combat. It’s likely that
ACTIONS
an all out attack will likely take the creatures by Multiattack. The Moister makes a pincer
surprise. attack. If the Moister started its turn grappling
at least one creature, the Moister also uses its
If the party attempts to steal the Fresh bite attack against one grappled creature.
Seaweed via stealth, have the entire party roll a
stealth check, taking the average of all rolls as Pince Melee Weapon Attack: +6 to hit, reach
Pincer.
their stealth result. If the party take 5 ., one target. Hit: 13 (3d6 + 4) bludgeoning
appropriate measures to conceal themselves damage. The target is grappled (escape DC 14)
(such as hiding in one of the large, vacant if it is a Large or smaller creature and the
shells), you may have them add 1d4 to the final Moister doesn't have two other creatures
roll. On a successful group roll (DC 14), the grappled.
party successfully sneak up the Fresh Seaweed
and collect some. They then must make Bite. Melee Weapon Attack: +6 to hit, reach 5
another collective stealth roll (DC 14) to retreat ., one target. Hit: 16 (2d10 + 6) piercing
from the area without drawing the attention of damage. The target makes a Con save (DC 14),
the Moisters. If either check fails, the Moisters and becomes poisoned on a failed save. A
will immediately detect the player characters poisoned creature may repeat this save at the
and attack. start of their turn, ending the condition on a
success.

Pg 6.
The climb to the Mountaintop Temple is a
potentially deadly task in its own right. The
heat is intense, thick, hazy fumes linger in the
air, and clambering up the sheer rock face is
arduous. As the climb continues, the billowing
fumes become so dark and thick that the area
grows shrouded in permanent dim light. Each
pl
player must make a constitution saving throw
(DC 9) taking a level of exhaustion on a failed
save while climbing. At last the party reaches a
mountainside plateau, where they come to the
temple where the Red Hot Chilli Peppers
grow. However, many things besides the Red
Hot Chilli Peppers grow and live in this long
abandoned temple.

Giant Buzzer
Medium beast, chaotic evil
Immediately aaer reaching the temple, (fig.3)
the party come face to face with a Spice Armour class: 12
Leopard, and a swarm of Giant Buzzers. The Hit Points: 13 (3d8)
number of Giant Buzzers is equal to the Speed: 10 ., fly 50 .
number of player characters minus 1. The
party can see some Red Hot Chilli Peppers
growing in the heart of the temple, but there’s STR DEX CON INT WIS CHA
no way of reaching them without a fight. Roll 10 (+0) 14 (+2) 10 (+0) 1 (−5) 10 (+0) 3 (−4)
Initiative.

Skills: Passive Perception 10


Languages --
Challenge: 1/2 (100 XP)

Evil by Nature: Giant Buzzers are a type of


wasp, and therefore are instantly recognisable
to all sentient creatures as inherently,
irredeemably evil.

ACTIONS
Spicy Stinger: Melee Weapon Attack: +4 to hit,
reach 5 ., one creature. Hit: 5 (1d6 + 2)
piercing damage, and the target must make a
DC 11 Constitution saving throw, taking 10
(3d6) fire damage on a failed save, or half as
much damage on a successful one.

Buzz Buzz (Recharge 5-6): The Giant Buzzer


buzzes annoyingly. Any non-allied creature
that can hear it within 100 makes its next
attack roll or saving throw with disadvantage.

SOURCE: CZE AND PEKU

Pg 7.
Spice Leopard
Medium beast, chaotic neutral
Extra modifiers:
Armour class: 15 (natural armor)
Hit Points: 45 (7d8 + 14) - If the party harvested the smaller, dark
Speed: 60 . purple Sweet, Sweet Plumbs of the Havoc
Tree, they may add 1d6 to the cooking check.
STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 14 (+2) 6 (−2) 13 (+1) 6 (−2) part cooked the meal in an old shell
- If the party
of the Old, Fussy Hermit Crab, they may add
1d6 to the cooking check.

Damage Immunities: Fire - If the party harvested the Red Hot Chilli
Senses: Passive Perception 15 Peppers as the final ingredient, they may add
1d6 to the cooking check.
Languages: --
Challenge: 3 (700 XP) a
- If any player is proficient in Cooking
Utensils, the party may add their proficiency
Keen Hearing and Smell. The Spice Leopard bonus to the cooking check.

has advantage on Wisdom (Perception) checks - At the DMs discretion, extra modifiers may
that rely on hearing or smell. be added to reward party creativity. Any
intuitive thinking by the party may add a
further 1d4 to the check. For example, using
Pack Tactics. The Spice Leopard has
the spell Goodberry to add a tasty additional
advantage on an attack roll against a creature if ingredient, or prestidigitation to flavour the
at least one of the Spice Leopard’s allies is final product may justify this bonus.
within 5 feet of the creature and the ally isn't
incapacitated.
No matter what the final score is, the meal is
ACTIONS sufficient to stop the party being eaten. If they
get a 10 or below, the cannibal leader will
Bite. Melee Weapon Attack: +5 to hit, reach 5 thank them for the meal, and quietly remark
., one target. Hit: 7 (1d8 + 3) piercing damage to himself that in future, he’d be better off just
plus 7 (2d6) fire damage. eating the prisoners immediately.

Spicy Breath (Recharge 5–6). The Spice 11-2 the cannibal leader will thank the
On an 11-20,
Leopard exhales it’s Spicy Breath in a 10-foot party honestly, and offer them a very stylish
cone of gas. Each creature in that area must Islander Hat. (Fig. 10)
make a DC 14 Constitution saving throw,
taking 13 (4d6) fire damage and be blinded On a 20+, the leader and the entire
until the end of their next turn on a failed community will thank the players, and swear
save, or half as much damage on a successful off humanoid meat forever, instead setting up
one. an expedition party among their numbers to
make the Squibnumbs in the same way every
night. He will give the party the Islander’s
Sacrificial Sword (Fig. 11), a magical Longsword
fi damage on the
that deals an additional 1d4 fire
first hit each turn: “Cooks the meal as you
The return trip with the peppers is a little
carve it!”
easier than the climb up the volcano, and the
party manages to find a way down without
The next day, the Islander’s present the party
requiring another Constitution save against
with a raa and sails with which to escape the
the heat.
island. They set off with a strong following
wind, and reach the continent of Havernackle
AAer gathering all the ingredients, the party by sunfall, no worse for wear. Nobody believes
returns to the village to cook Squibnumbs. As their story.
the party all help cook, they roll a d20 as a
collective with advantage, using the highest The End.
wisdom modifier of the group to give them
their final result.

Pg 8.
INDEX
FIG 1: SHORE

Source: Cze and Peku

SOURCE: CZE AND PEKU

Pg 10.
INDEX
FIG 2: THE VILLAGE

Source: Cze and Peku

SOURCE: CZE AND PEKU

Pg 11.
INDEX
FIG 3: MOUNTAINTOP TEMPLE

Source: Cze and Peku

SOURCE: CZE AND PEKU

Pg 12.
INDEX
FIG 4: SHORES OF THE BAY

Source: Cze and Peku

SOURCE: CZE AND PEKU

Pg 13.
INDEX
FIG 5: THE OPEN GLADE

Source: Cze and Peku

SOURCE: CZE AND PEKU

Pg 14.
INDEX
FIG 6: SPICE LEOPARD STAT BLOCK

Spice Leopard
Medium beast, chaotic neutral

Armour class: 15 (natural armor)


Hit Points: 45 (7d8 + 14)
Speed: 60 .

STR DEX CON INT WIS CHA


17 (+3) 12 (+1) 14 (+2) 6 (−2) 13 (+1) 6 (−2)

Damage Immunities: Fire


Senses: Passive Perception 15
Languages: --
Challenge: 3 (700 XP)

Keen Hearing and Smell. The Spice Leopard


has advantage on Wisdom (Perception) checks
that rely on hearing or smell.

Pack Tactics. The Spice Leopard has


advantage on an attack roll against a creature if
at least one of the Spice Leopard’s allies is
within 5 feet of the creature and the ally isn't
incapacitated.

ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5
., one target. Hit: 7 (1d8 + 3) piercing damage
plus 7 (2d6) fire damage.

Spicy Breath (Recharge 5–6). The Spice


Leopard exhales it’s Spicy Breath in a 10-foot
cone of gas. Each creature in that area must
make a DC 14 Constitution saving throw,
taking 13 (4d6) fire damage and be blinded
until the end of their next turn on a failed
save, or half as much damage on a successful
one.

Pg 15.
INDEX
FIG 7: GIANT BUZZER STAT BLOCK

Giant Buzzer
Medium beast, chaotic evil

Armour class: 12
Hit Points: 13 (3d8)
Speed: 10 ., fly 50 .

STR DEX CON INT WIS CHA


10 (+0) 14 (+2) 10 (+0) 1 (−5) 10 (+0) 3 (−4)

Skills: Passive Perception 10


Languages --
Challenge: 1/2 (100 XP)

Evil by Nature: Giant Buzzers are a type of


wasp, and therefore are instantly recognisable
to all sentient creatures as inherently,
irredeemably evil.

ACTIONS
Spicy Stinger: Melee Weapon Attack: +4 to hit,
reach 5 ., one creature. Hit: 5 (1d6 + 2)
piercing damage, and the target must make a
DC 11 Constitution saving throw, taking 10
(3d6) fire damage on a failed save, or half as
much damage on a successful one.

Buzz Buzz (Recharge 5-6): The Giant Buzzer


buzzes annoyingly. Any non-allied creature
that can hear it within 100 makes its next
attack roll or saving throw with disadvantage.

Pg 16.
INDEX
FIG 8: MOISTER STAT BLOCK

Moister
Large beast, neutral

Armour class: 13 (natural armor)


Hit Points: 52 (7d10 + 14)
Speed: 30 ., swim 30 .

STR DEX CON INT WIS CHA


19 (+4) 10 (+0) 16 (+3) 5 (-3) 11 (+0) 5 (-3)

Skills: Perception +4
Damage Immunities: Poison
Condition Immunities: Poisoned
Senses: Darkvision 60 ., Passive Perception
14
Languages --
Challenge:
Challen 3 (800 XP)
Proficiency Bonus: +2
Amphibious. The Moister can breathe air and
water.
Carrion Stench. A poisoned creature that
starts its turn grappled by the Moister takes
1d6 poison damage.

ACTIONS
Multiattack. The Moister makes a pincer
attack. If the Moister started its turn grappling
at least one creature, the Moister also uses its
bite attack against one grappled creature.

Pince Melee Weapon Attack: +6 to hit, reach


Pincer.
5 ., one target. Hit: 13 (3d6 + 4) bludgeoning
damage. The target is grappled (escape DC 14)
if it is a Large or smaller creature and the
Moister doesn't have two other creatures
grappled.

Bite. Melee Weapon Attack: +6 to hit, reach 5


., one target. Hit: 16 (2d10 + 6) piercing
damage. The target makes a Con save (DC 14),
and becomes poisoned on a failed save. A
poisoned creature may repeat this save at the
start of their turn, ending the condition on a
success.

Pg 17.
INDEX
Havoc Tree
FIG 9: HAVOC TREE STAT BLOCK Huge plant, chaotic evil

Armour class: 15 (natural armor)


Hit Points: 76 (8d12 + 24)
Speed: 0

STR DEX CON INT WIS CHA


23 (+6) 8 (-1) 21 (+5) 6 (-2) 16 (+3) 12 (+1)

Vulnerabilities: Fire
Senses: Passive Perception 13, Tremorsense
1800, Blindsight 600
Languages --
Challenge: 4 (1,100 XP)

Siege Monster: The Havoc Tree deals double


Sie
damage to objects and structures.

Petrified Wood: When the Havoc Tree drops


to 0 hit points, it regains all hit points and
becomes Paralyzed for 1d4 hours.

ACTIONS
Multiattack: The Havoc Tree makes three
attacks between its Light Branch Slam and
Casting Rock attacks. Each attack the Havoc
Tree makes must target a different player.
Light Branch Slam: Melee Weapon Attack,
single target: +8 to hit, reach 10 ., one target.
Hit: 12 (2d6 + 6) bludgeoning damage. If the
Havoc Tree was dealt fire damage last turn,
this attack deals an additional 1d6 fire damage.
Castin
Casting Rock: Ranged Weapon Attack: The
Havoc Tree hurls a rock. +8 to hit, reach
60/180 ., one target. Hit: (1d10 + 6)
bludgeoning damage.

Legendary Actions:
The Havoc Tree has legendary actions equal to
the number of player characters minus 1.
Rock On!: The Havoc Tree makes a Casting
Rock attack.
Not my Sweet, Sweet Plumbs! (Costs 2 Actions):
The Havoc Tree withdraws some branches to
cover its trunk. It gains a +3 to its AC until the
start of its next turn.
Heavy Branch Sweep (Costs 3 Actions): The
Havoc Tree sweeps a heavy branch low to the
ground, sweeping in a 15-foot cone. Each
creature in that area must make a DC 13
Dexterity saving throw, taking 24 (7d6)
bludgeoning damage and falling prone on a
failed save. If the Havoc Tree was dealt fire
dama
damage last turn, this attack deals an
additional 1d6 fire damage on a failed save.

Pg 18.
INDEX INDEX
FIG 10: ISLANDER HAT FIG 11: ISLANDER’S SACRIFICIAL SWORD

Islander Hat Islander’s Sacrificial Sword


Wondrous Item, rare (requires attunement) Weapon, Longsword, Very Rare (requires
attunement)
Weight: 2
Long
This ancient Longsword glimmers with fiery
When attuned to this item, the wearer gains magic. On the first successful hit against an
advantage on persuasion checks and a bonus object or enemy creature each turn, this
to any initiative roll equal to their Charisma weapon deals an additional 1d4 fire damage. In
modifier (Maximum of +3). addition, while attuned to this blade, the
wielder has advantage on Constitution saves to
resist the cold.

Pg 19.
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THE BONE BRIDGE - NORMAL VARIATION

THE DM’S SECRET WEAPON 44


THE BONE BRIDGE - NORMAL VARIATION GRID

THE DM’S SECRET WEAPON 45


THE BONE BRIDGE - NIGHT VARIATION

THE DM’S SECRET WEAPON 46


THE BONE BRIDGE - NIGHT VARIATION GRID

THE DM’S SECRET WEAPON 47


THE BONE BRIDGE - LAVA VARIATION

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THE BONE BRIDGE - LAVA VARIATION GRID

THE DM’S SECRET WEAPON 49


THE BONE BRIDGE - LAVA NIGHT VARIATION

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THE BONE BRIDGE - LAVA NIGHT VARIATION GRID

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THE BONE BRIDGE - OLD MAP VARIATION

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THE BONE BRIDGE - OLD MAP VARIATION

THE DM’S SECRET WEAPON 53


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THE DM’S SECRET WEAPON 55

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